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-rw-r--r-- | sdk/dx8sdk/Include/d3dxsprite.h | 321 |
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diff --git a/sdk/dx8sdk/Include/d3dxsprite.h b/sdk/dx8sdk/Include/d3dxsprite.h deleted file mode 100644 index a08b4a99..00000000 --- a/sdk/dx8sdk/Include/d3dxsprite.h +++ /dev/null @@ -1,321 +0,0 @@ -/////////////////////////////////////////////////////////////////////////// -// -// Copyright (C) Microsoft Corporation. All Rights Reserved. -// -// File: d3dxsprite.h -// Content: D3DX sprite helper functions -// -// These functions allow you to use sprites with D3DX. A "sprite" is -// loosely defined as a 2D image that you want to transfer to the -// rendering target. The source image can be a texture created -// with the help of the D3DX texture loader; though advanced users may -// want to create their own. A helper function (PrepareDeviceForSprite) -// is provided to make it easy to set up render states on a device. -// (Again, advanced users can use their own created devices.) -// -// There are two general techniques for sprites; the simpler one just -// specifies a destination rectangle and a rotation anlge. A more -// powerful technique supports rendering to non-rectangular quads. -// -// Both techniques support clipping, alpha, and rotation. More -// details are below. -// -/////////////////////////////////////////////////////////////////////////// - -#ifndef __D3DXSPRITE_H__ -#define __D3DXSPRITE_H__ - -#include <d3d.h> -#include <limits.h> -#include "d3dxerr.h" - -#ifdef __cplusplus -extern "C" { -#endif - - -//------------------------------------------------------------------------- -// D3DXPrepareDeviceForSprite: -// -// Call this function to set up all the render states necessary for -// BltSprite/WarpSprite to work correctly. (Advanced users may opt to -// not call this function first; in which case Blt/WarpSprite functions -// will use whatever render/texture states were set up on the device when -// they are called.) -// -// Warning: This function modifies render states and may impact performance -// negatively on some 3D hardware if it is called too often per frame. -// -// Warning: If the render state changes (other than through calls to -// BltSprite or WarpSprite), you will need to call this function again before -// calling BltSprite or WarpSprite. -// -// Details: This function modifies the the rendering first texture stage and -// it modifies some renderstates for the entire device. Here is the exact -// list: -// -// SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); -// SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); -// SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); -// SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); -// SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); -// SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFN_LINEAR); -// SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR); -// -// SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA); -// SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA); -// SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE); -// -// Depending on the value of ZEnable parameter, this function will -// will either call -// SetRenderState(D3DRENDERSTATE_ZENABLE, FALSE); -// - or - -// SetRenderState(D3DRENDERSTATE_ZENABLE, TRUE); -// -// Parameters: -// pd3dDevice - a pointer to the d3d device that you wish to prepare -// for use with D3DX Sprite Services -// ZEnable - a flag indicating whether you want the sprites to -// check and update the Z buffer as part of rendering. -// If ZEnable is FALSE, OR you are using -// alpha-blending, then it is necessary to render your -// sprites from back-to-front. -// -//------------------------------------------------------------------------- - -#ifdef __cplusplus -HRESULT WINAPI - D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice, - BOOL ZEnable = FALSE); -#else -HRESULT WINAPI - D3DXPrepareDeviceForSprite( LPDIRECT3DDEVICE7 pd3dDevice, - BOOL ZEnable); -#endif - - - -//------------------------------------------------------------------------- -// The D3DXDrawBasicSprite() function performs blitting of source images onto -// a 3D rendering device. This function only calls SetTexture on the first -// renderstage with the parameter (pd3dTexture) if that parameter is non-null. -// This function assumes that D3DXPrepareDeviceForSprite has been called on -// the device or that caller has in some other way correctly prepared the -// renderstates. -// -// This function supports scaling, rotations, alpha-blending, and choosing -// a source sub-rect. -// -// Rotation angle is specified in radians. Both rotations and scales -// are applied around the center of the sprite; where the center of the -// sprite is half the width/height of the sprite, plus the offset parameter. -// -// Use the offset parameter if you want the sprite's center to be something -// other than the image center. -// -// The destination point indicates where you would like the center of -// the sprite to draw to. -// -// Parameters: -// pd3dTexture - a pointer to the surface containing the texture -// pd3dDevice - a pointer to the d3d device to render to. It is -// assumed that render states are set up. (See -// D3DXPrepareDeviceForSprite) -// ppointDest - a pointer to the target point for the sprite. The -// components of the vector must be in screen -// space. -// alpha - alpha value to apply to sprite. 1.0 means totally -// opaque; and 0.0 means totally transparent. -// WARNING: If you are using alpha, then you should render -// from back to front in order to avoid rendering -// artifacts. -// angleRad - angle of rotation around the 'center' of the rect -// scale - a uniform scale that is applied to the source rect -// to specify the size of the image that is rendered -// pOffset - offset from the center of the source rect to use as the -// center of rotation -// pSourceRect - a rect that indicates what portion of the source -// source texture to use. If NULL is passed, then the -// entire source is used. If the source texture was -// created via D3DX, then the rect should be specified -// in the coordinates of the original image (so that you -// don't have to worry about stretching/scaling that D3DX -// may have done to make the image work with your current -// 3D Device.) Note that horizontal or vertical mirroring -// may be simply accomplished by swapping the left/right -// or top/bottom fields of this RECT. -//------------------------------------------------------------------------- - -#ifdef __cplusplus -HRESULT WINAPI - D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - const D3DXVECTOR3 *ppointDest, - float alpha = 1.0f, - float scale = 1.0f, - float angleRad = 0.0f, - const D3DXVECTOR2 *pOffset = NULL, - const RECT *pSourceRect = NULL); -#else -HRESULT WINAPI - D3DXDrawSpriteSimple(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - D3DXVECTOR3 *ppointDest, - float alpha, - float scale, - float angleRad, - D3DXVECTOR2 *pOffset, - RECT *pSourceRect); -#endif - -//------------------------------------------------------------------------- -// The D3DXDrawSprite() function transforms source images onto a 3D -// rendering device. It takes a general 4x4 matrix which is use to transform -// the points of a default rect: (left=-.5, top=-.5, right=+.5, bottom=+.5). -// (This default rect was chosen so that it was centered around the origin -// to ease setting up rotations. And it was chosen to have a width/height of one -// to ease setting up scales.) -// -// This function only calls SetTexture on the first -// renderstage with the parameter (pd3dTexture) if that parameter is non-null. -// This function assumes that D3DXPrepareDeviceForSprite has been called on -// the device or that caller has in some other way correctly prepared the -// renderstates. -// -// This function supports alpha-blending, and choosing -// a source sub-rect. (A value of NULL for source sub-rect means the entire -// texture is used.) -// -// Note that if the transformed points have a value for w (the homogenous -// coordinate) that is not 1, then this function will invert it and pass -// that value to D3D as the rhw field of a TLVERTEX. If the value for w is -// zero, then it use 1 as the rhw. -// -// Parameters: -// pd3dTexture - a pointer to the surface containing the texture -// pd3dDevice - a pointer to the d3d device to render to. It is -// assumed that render states are set up. (See -// D3DXPrepareDeviceForSprite) -// pMatrixTransform - 4x4 matrix that specifies the transformation -// that will be applied to the default -.5 to +.5 -// rectangle. -// alpha - alpha value to apply to sprite. 1.0 means totally -// opaque; and 0.0 means totally transparent. -// WARNING: If you are using alpha, then you should render -// from back to front in order to avoid rendering -// artifacts.Furthermore, you should avoid scenarios where -// semi-transparent objects intersect. -// pSourceRect - a rect that indicates what portion of the source -// source texture to use. If NULL is passed, then the -// entire source is used. If the source texture was -// created via D3DX, then the rect should be specified -// in the coordinates of the original image (so that you -// don't have to worry about stretching/scaling that D3DX -// may have done to make the image work with your current -// 3D Device.) Note that mirroring may be simply accomplished -// by swapping the left/right or top/bottom fields of -// this RECT. -// -//------------------------------------------------------------------------- - -#ifdef __cplusplus -HRESULT WINAPI - D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - const D3DXMATRIX *pMatrixTransform, - float alpha = 1.0f, - const RECT *pSourceRect = NULL); -#else -HRESULT WINAPI - D3DXDrawSpriteTransform(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - D3DXMATRIX *pMatrixTransform, - float alpha, - RECT *pSourceRect); -#endif - -//------------------------------------------------------------------------- -// The D3DXBuildSpriteTransform() function is a helper provided which -// creates a matrix corresponding to simple properties. This matrix is -// set up to pass directly to D3DXTransformSprite. -// -// Parameters: -// pMatrix - a pointer to the result matrix -// prectDest - a pointer to the target rectangle for the sprite -// angleRad - angle of rotation around the 'center' of the rect -// pOffset - offset from the center of the source rect to use as the -// center of rotation -// -//------------------------------------------------------------------------- - -#ifdef __cplusplus -void WINAPI - D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix, - const RECT *prectDest, - float angleRad = 0.0f, - const D3DXVECTOR2 *pOffset = NULL); -#else -void WINAPI - D3DXBuildSpriteTransform(D3DXMATRIX *pMatrix, - RECT *prectDest, - float angleRad, - D3DXVECTOR2 *pOffset); -#endif - - -//------------------------------------------------------------------------- -// The D3DXDrawSprite3D() function renders a texture onto a 3D quad. The -// quad ABCD is broken into two triangles ABC and ACD which are rendered -// via DrawPrim. -// -// Parameters: -// pd3dTexture - a pointer to the surface containing the texture -// pd3dDevice - a pointer to the d3d device to render to. It is -// assumed that render states are set up. (See -// D3DXPrepareDeviceForSprite) -// quad - array of 4 points in the following order: -// upper-left, upper-right, lower-right, lower-left. -// If these vectors contain a W, then this function -// will take the reciprocal of that value to pass as -// as the rhw (i.e. reciprocal homogenous w). -// alpha - alpha value to apply to sprite. 1.0 means totally -// opaque; and 0.0 means totally transparent. -// WARNING: If you are using alpha, then you should render -// from back to front in order to avoid rendering -// artifacts.Furthermore, you should avoid scenarios where -// semi-transparent objects intersect. -// pSourceRect - a rect that indicates what portion of the source -// source texture to use. If NULL is passed, then the -// entire source is used. If the source texture was -// created via D3DX, then the rect should be specified -// in the coordinates of the original image (so that you -// don't have to worry about stretching/scaling that D3DX -// may have done to make the image work with your current -// 3D Device.) Note that mirroring may be simply accomplished -// by swapping the left/right or top/bottom fields of -// this RECT. -//------------------------------------------------------------------------- - -#ifdef __cplusplus -HRESULT WINAPI - D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - const D3DXVECTOR4 quad[4], - float alpha = 1.0f, - const RECT *pSourceRect = NULL); -#else -HRESULT WINAPI - D3DXDrawSprite3D(LPDIRECTDRAWSURFACE7 pd3dTexture, - LPDIRECT3DDEVICE7 pd3dDevice, - D3DXVECTOR4 quad[4], - float alpha, - RECT *pSourceRect); -#endif - - - -#ifdef __cplusplus -} // extern "C" -#endif - -#endif // __D3DXSPRITE_H__ |